Ah, that's why i had to use my "insane" alias code to beat it under 8 mins.Actually, the "super-ultra-mega" health of the Vixen were done by a bug on its coding, making it eventually invulnerable. This was removed.
NeoDoom "Gold Edition"
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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ZDG
- Posts: 918
- Joined: Sat Jan 02, 2010 12:01 pm
- Location: in SlumpEd
Re: NeoDoom "Gold Edition"
NeoDoom is pretty Kickass. I'll take this update, it will make it even more kickass.
(I supposed she had something like, 100000+ Hp
)
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Godzilla
- Posts: 127
- Joined: Sat Jan 02, 2010 5:54 pm
- Location: Mexico
Re: NeoDoom "Gold Edition"
Nice wad, I liked your suburb cities, temples and your NEWWORLDS, very realistic brings new feel to Doom!
but uh, Daniel the naked girl secrets, and the beach.... bit perverteD?
but uh, Daniel the naked girl secrets, and the beach.... bit perverteD?
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DaMan
- Posts: 727
- Joined: Fri Jan 01, 2010 7:14 am
Re: NeoDoom "Gold Edition"
Some of the obituaries are missing the player name. I'll write down which ones next time I play online.
And nekkid gurls are good.
And nekkid gurls are good.
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hawkwind
- Posts: 13
- Joined: Wed Mar 04, 2009 3:04 am
Re: NeoDoom "Gold Edition"
BUMP ...
Bugs still present ... some serious.
map 13 ...
lines 7069 and 7070 on their front sides erroneously have the mid texture stone2.
map 14 SERIOUS ...
This relates to doomhunter_175's post on Fri Dec 11 2009. Lines 1973, 1972, 1971 and 1970 have their front sidedefs associated with the wrong sector. They should be associated with sector 354. They will now be SEEN.
map 15 ...
Sector 219 should have had a ceiling height of 34, not 30. This will ensure that the switch texture on line 1136 is rendered correctly.
map 17 ...
remove the upper textures on lines 1665/1662.
map 20 ...
1. SERIOUS. Line 437 should have been SR, as it is possible to be trapped in this area if the player activates the switch before killing the monsters in this area.
2. Lines 1636, 1694-6 should not have had upper textures.
map 24 ...
line 290 should be flagged impassible.
map 26 ...
Sector 132 not on 64x64 grid - teleporters. The whole map got dragged 8 units south.
Bugs still present ... some serious.
map 13 ...
lines 7069 and 7070 on their front sides erroneously have the mid texture stone2.
map 14 SERIOUS ...
This relates to doomhunter_175's post on Fri Dec 11 2009. Lines 1973, 1972, 1971 and 1970 have their front sidedefs associated with the wrong sector. They should be associated with sector 354. They will now be SEEN.
map 15 ...
Sector 219 should have had a ceiling height of 34, not 30. This will ensure that the switch texture on line 1136 is rendered correctly.
map 17 ...
remove the upper textures on lines 1665/1662.
map 20 ...
1. SERIOUS. Line 437 should have been SR, as it is possible to be trapped in this area if the player activates the switch before killing the monsters in this area.
2. Lines 1636, 1694-6 should not have had upper textures.
map 24 ...
line 290 should be flagged impassible.
map 26 ...
Sector 132 not on 64x64 grid - teleporters. The whole map got dragged 8 units south.
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Gendo
- Posts: 197
- Joined: Thu Jun 02, 2005 5:09 pm
Re: NeoDoom "Gold Edition"
thanks Daniel! you the man 
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Setonix
Re: NeoDoom "Gold Edition"
Hi,
I'm playing NeoDoom for the first time now and so far I haven't had any bugs or nuisances. I think it is a great wad. A lot of creativity went into it. Currently Im at level 13 Residential Ward. Unfortunately I cannot find the yellow key. Could anyone point me in the right direction?
The original doom also had a city level, but there it always annoyed me it was so small. Residential Ward is humungous and Ive already been playing that level for 1.5 hours. Way Awesome. Im already looking forward to a sequel.
regards, Setonix
I'm playing NeoDoom for the first time now and so far I haven't had any bugs or nuisances. I think it is a great wad. A lot of creativity went into it. Currently Im at level 13 Residential Ward. Unfortunately I cannot find the yellow key. Could anyone point me in the right direction?
The original doom also had a city level, but there it always annoyed me it was so small. Residential Ward is humungous and Ive already been playing that level for 1.5 hours. Way Awesome. Im already looking forward to a sequel.
regards, Setonix
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DominicWhite
- Posts: 56
- Joined: Tue Sep 02, 2008 6:02 am
Re: NeoDoom "Gold Edition"
Unless I'm looking in the wrong place, this final/revised verision of NeoDoom isn't on the iDGames server. Why not?
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Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: NeoDoom "Gold Edition"
Daniel must have forgotten replacing the outdated version with the Gold edition, methinks.
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wildweasel
- Posts: 21707
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
Re: NeoDoom "Gold Edition"
Daniel doesn't like Doomworld very much, to my knowledge (due to a ban I think), and this dislike extends to the /idgames archive for some reason.
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Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: NeoDoom "Gold Edition"
not sure if i should bump this, but it relates to the mod, so why not?
anyway, i got around playing NeoDoom again. i'm stuck on map 14, Center District. i can't find out where to go. an old post of mine here seemed to direct towards a switch that opens the area to the yellow key, but the switch itself is invisible or something? i think it's the yellow key i want to get, because then i can get access to every other area in the mod shortly afterwards.
anyway, i got around playing NeoDoom again. i'm stuck on map 14, Center District. i can't find out where to go. an old post of mine here seemed to direct towards a switch that opens the area to the yellow key, but the switch itself is invisible or something? i think it's the yellow key i want to get, because then i can get access to every other area in the mod shortly afterwards.
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Shadez12
- Posts: 109
- Joined: Sat Aug 03, 2013 2:04 pm
- Location: Wow
Re: NeoDoom "Gold Edition"
link to wad is broken
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TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
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Ribo Zurai
- Posts: 879
- Joined: Fri Jul 03, 2009 1:47 pm
Re: NeoDoom "Gold Edition"
Bumps are becoming epidemic now, aren't they?
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wolfman
-

- Posts: 1411
- Joined: Mon Jun 28, 2004 4:00 pm
Re: NeoDoom "Gold Edition"
Here are 3 working links.
http://wadhost.fathax.com/download.php?view.145
http://static.**LINK_DISABLED**.org/wads/neodoomgold.pk3
http://ftp.floorchan.org/wads/neodoomgold.pk3
12-March-2017 EDIT: And here are 3 links that don't work.
Fortunately, the **LINK_DISABLED** link was saved thanks to archive.org, so it should be permanent: neodoomgold.pk3
http://wadhost.fathax.com/download.php?view.145
http://static.**LINK_DISABLED**.org/wads/neodoomgold.pk3
http://ftp.floorchan.org/wads/neodoomgold.pk3
12-March-2017 EDIT: And here are 3 links that don't work.
Fortunately, the **LINK_DISABLED** link was saved thanks to archive.org, so it should be permanent: neodoomgold.pk3